Gargantuan swarm of Gargantuan dragons, Chaotic Evil
Armor Class 21 Natural Armor
Hit Points 492 (24d20 + 240)
Speed 45 ft., climb 40 ft., fly 80 ft.
STR
25 (+7)
DEX
17 (+3)
CON
30 (+10)
INT
30 (+10)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +14, CON +17, INT +17, WIS +12
Skills Arcana +17, History +17, Insight +12, Perception +12
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Blindsight 120ft, Darkvision 120ft, Unknown Passive Perception 22, Passive Perception 12
Languages Abyssal, Common, Draconic, Orc
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits
Aura of Dread (dragon form only). Each creature that is within
120 feet of Xavour and aware of him must succeed on a DC 21 Wis
dom saving throw or become frightened for one minute. A creature
who rolls a 10 or below becomes paralyzed until the end of Xavour's
next turn. A creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. Ifa creature's saving
throw is successful, the creature is immune to Xavour's Aura of Dread
for the next 24 hours.
 
Innate Spelleasting. Xavour's spellcasting ability is Intelligence
(spell save DC 25, +17 to hit with spell attacks). Xavour can innately
cast the following spells, requiring no material components:
 
Al will: chill touch. friends, shocking grusp, mage hand,
true strike
 
4day each: charm person, detect magic, magic missile, shield
3day each: animate dead, blight, blur, cloudkill, counterspell,
croen of madness, detect thoughts, dispel magic, dominate
person, grater invisibility, slow, suggestion, vampiric touch
/day each: antipathy/sympathy, circle of death, create undead,
 
fecblemind, finger of death, rot (ps. 179), pover cord kill
 
Legendary Resistances (3/Day). If Xavour fails a saving throw, he
may choose to succeed instead.
 
Magie Resistance. Xavour has advantage on saving throws against
spells and other magical effects.
 
Magie Weapons. Xavour's weapon attacks in all forms are magical.
Shape Change. Xavour can spend his action to change into his
original half-orc form. He can revert back to his dragon by spending
his action again. Any equipment he is wearing or carrying is absorbed
by the new forn (Xavour's choice).
 
In his humanoid form, Xavour retains all of his spell-casting
abilities, alignaent, hit points, Hit Dice, ability to speak in his known
 
languages, proficiencies, Legendary Resistance and lair actions and
his ability scores remain the same. His damage resistances remain
unchanged. His statistics and capabilities are otherwise replaced by
those of the new form, except any class features or legendary actions
of his new form.
 
Auri ofPutrescence. Any creature within 15 feet of Xavour is
suddenly overwhelmed with the smell of decay and rotting flesh.
The creature must make a DC 18 Constitution saving throw. On a
failure, the creature takes 11 (3d6) poison damage.
 
If the ereature's saving throw is 10 or below they become
poisoned, and for the next week, the creature has disadvantage on
all Wisdom (Perception) checks requiring smell, as the smell of
rotting flesh remains with them.
 
Ifa creature's saving throw is successful, the creature is immune
to the effects of Xavour's Aura of Putrescence for the next 24 hours.
A creature can repeat the saving throw at the end of each of its
turns, ending the poisoned effect on a succes. However, the snell
remains.
Actions
Multiattack. Xavour can make three attacks in his humanoid form
with the Morningstar of Malady. In his dragon form, he can make two
claw attacks and one with his bite or tail.
 
Bite (dragon form only). Melee Weapon Attack: +14 to hit, reach
15 ft., one target. Hit: 18 (2di0 + 7) piercing damage, plus 10 (3d6)
poison damage. The target must succeed on a DC 21 Constitution
saving throw or become poisoned.
 
Claw (dragon form only). Melee Weapon Attack: +14 to hit, reach
10 ft., one target. Hit: 21 (4d6 + 7) slashing damage, plus 1+ (+d6)
necrotic damage.
 
Morningstar ofMalady (halfore form only). Melee Weapon
Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1ds +7) bludgeoning
damage, plus 10 (3d6) poison damage. The target must make a DC 18
Constitution saving throw. On a failed save, the target's flesh begins
to wither and rot. The target becomes vulnerable to bludgeoning
damage and is aflicted with the effects of the contagion spel.
Plague Swarm (Recharge 5-6; dragon form only). A swarm of
undead biting insects bursts from within his ribcage. Each ereature
within 15 feet of Xavour must succeed on a DC 21 Constitution saving
throw, taking 63 (18d6) necrotic damage on a failed save or half as
much on successful one.
 
Spiked Tuil (dragonforn only). Mlee Weapon Attack: +l+ to hit,
reach 20 ft., one target. Hit: 16 (2ds +7) piercing and bludgeoning
damage, plus 1+ (+d6) poison damage.
Bonus Actions

READ THE CHARACTER SHEET FOR MORE INFO!!

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions
Xavour can take three legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. Xavour regains spent
legendary actions at the start of his turn.
 
Melee Attack. Xavour makes a tail, claw or bite attack.
Cast Spell (Costs 2 Actions). Xavour may cast one spell, even if the
daily usage of that spell has been expended.
 
Shape Change (Costs 2 Aetions). Xavour may shape change to his
dragon or half-orc form.
 
Plague Susarm (Costs 3Actions). Xavour may use his Plague
Swarm ability, even ifit has nọt recharged.
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Knight79634

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